View Full Version : Superman Returns - Brandon Routh
09 September 2006, 01:57 PM
I'm working on a low poly version of Brandon Routh from Superman Returns. The high poly is modelled in Max and I hope to get it into ZBrush to add some finishing touches before using it as a normal map. Hope you like it. ALL and ANY C&C is more than welcome! :D
09 September 2006, 04:59 PM
Looks like a good start with a great likeness. Thumbs up so far. :thumbsup:
09 September 2006, 11:36 AM
Small update with a normal map test. The low poly is only rough, don't think i'll waste that many polys on the final model and the normal map does has a few errors on it but...meh. :D
09 September 2006, 02:09 PM
Thanks Headless. I'm determined not to put this one on the shelf! A bit of an update for all who are interested. A few things still need work, the arms and the symetrical hair for starters. 4768 triangles so far.
09 September 2006, 02:43 PM
very nice, it would be cool to get that 70s (?) style washed out look to your model/renders a bit like the posters, etc. very good likeness.
09 September 2006, 05:32 PM
Thanks Shepeiro! :) What kind of posters did you have in mind? Ones from the Chris Reeve films? I'm going to be doing several colour versions I think. One from Returns, one more like Superman The Movie and maybe an in between version.
09 September 2006, 12:02 PM
Quick normal map test for the head (W/O ZBrush pass).
09 September 2006, 01:01 PM
Rough test using a photo as a texture.
09 September 2006, 11:56 AM
Got the suit blocked out and worked some more on the face.
09 September 2006, 01:49 PM
Another update with 2 screen grabs. Texture at 70% self illumination. Either I'm doing really well, or nobody is interested in giving any C&C! :D Crits would be appreciated though. Be as tough and nit picky as possible.
09 September 2006, 04:25 PM
Heh Snakeye so far so good you seem to be handling things. The only crits i d give so far are not even problems just my personal choice but looking at the low poly wire and high poly theres a lot of polys or lines not being used. For example the upper leg has a lot of edges but its almost smooth with no real change to the form, even a few little tweaks to bring out some definition or shape would greatly improve it. As is its still good as too defined is not good either. Supes should not be overly done he is after all Clark Kent too. Even in the face its similar. What you have is fine and good, but you could either use what you have better and improve the model or reduce the poly count if there not needed.
I myself struggle with this problem its hard to use everything and just enough and not be temped to add in more cuts. Like with drawing and over rendering to hide a weak drawing. Hope you get what i mean
09 September 2006, 05:40 PM
Thanks Anthony. I know what you mean. I was looking at some specs for Half Life 2 and I discovered that Alyx is around 7500 polys. So I was aiming for that figure, but even when I just slapped the polys on to get it smooth, it's still only around the 6000 figure. I'm making it a next-gen spec model, so I guess the count isn't too bad. Although because the shape is pretty smooth and simple, there's a few polys I could do without. I just had the thought that I might as well use as many polys as I can get away with, rather than how many are actually needed. Thanks for the feedback! :)
09 September 2006, 08:41 PM
Yeah, once you stay under or at your limit you choose thats cool. Dont just add in detail for the sake of hitting the poly count. Your definitly making a good model might aswell make it great and go the extra mile. I ve no anatomy pics off hand that suit but it could be worth it if you check out some reference just to refine the model. So far the anatomy is good. The arms are better than the legs though, if you look at the front view the upper leg is the same on both sides were thats not the case, i ll try get some anatomy ref to show what i mean better.
09 September 2006, 12:01 AM
Little UV sample.
09 September 2006, 01:11 AM
Simple test with a normal and spec map, with a sample of the normal map also. I think these details really make it 'pop'! Please ignore the hands for now. :D
The UV's need tweaking though. The diamonds over the shoulder are larger than everywhere else and I think the effect is a bit too strong. What do you think?
09 September 2006, 01:36 AM
You should check the model with a checker material, making sure the squares stay consistant throughout the model. you might want to kill the blue channel aswell if you are overlaying nmaps.
09 September 2006, 03:55 PM
those little squares are actually tiny 'S's (the logo on the chest) on the actually suit from the film. They are just so small that you don't notice it.
That might be a little hard for this model though.
looking good, as a comic book fanatic i appreciate this.
keep it up
09 September 2006, 01:06 AM
Hey dpizzle, here's a large close up of the suit material. The S's are on the shield, but the blue has little diamonds on it. I'm using two 1024x1024 maps for the body, so the detail should just about come through.
09 September 2006, 12:26 PM
just make a tiny 32x32 or something with the S in it and give the body seperate UVs and tile the spec of the S all over it or something.
09 September 2006, 12:55 PM
This is looking really cool! Can't believe it's so low-poly. Really cool.
09 September 2006, 05:38 PM
i knew there were little s's somewhere on the suit
thanks for the info!
10 October 2006, 05:58 AM
Great work, really starting to take shape, keep it up :)
10 October 2006, 03:35 AM
make the legs shins.
11 November 2006, 12:42 PM
Phew! Had quite a break from this. Had some trouble sorting out the normal map for the shield. I'm quite happy with how it's turned out. Also made the colours darker to reflect the look of the film.
11 November 2006, 12:42 PM
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